Merged with daniel-hell-level and modified weapon handling
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@@ -4,6 +4,7 @@ const SPEED: int = 50
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var player: KinematicBody2D = null
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var velocity: Vector2 = Vector2.ZERO
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var health: int = 2
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func _physics_process(_delta: float) -> void:
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@@ -26,3 +27,14 @@ func _on_player_detector_body_exited(body: Node) -> void:
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if body.is_in_group('player'):
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player = null
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return
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func _on_hitbox_area_entered(area: Area2D) -> void:
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if area.is_in_group('player_weapon_1'):
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health -= 1
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elif area.is_in_group('player_weapon_2'):
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health -= 2
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if health <= 0:
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call_deferred('queue_free')
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return
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